No love for frost lynx?How does bident perform? Tapping out on turn four before combat seems risky.Maybe you could try time warp?Young wolf feels like a worse spire tracer to me.Is chasm skulker fast enough?

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Last edited by Hello World on Tue Aug 26, 2014 11:05 am, edited 2 times in total.

No love for frost lynx?How does bident perform? Tapping out on turn four before combat seems risky.Maybe you could try time warp?Young wolf feels like a worse spire tracer to me.Is chasm skulker fast enough?

I prepped a decent amount for this and ended up getting tired of testing so just kept it as it was, which is why I have 2 Vapor Snag and 2 Voyage's End, etc.

I ended up hating Chasm Skulker in this, it was just too slow, even with all of the card draw.

The Paragon was an awesome card. The bonus to my blue creatures was great because this deck wanted to be fast and have a ton of creatures early, and it was great with giving a 3/3 Frost Lynx flying.

With that being said, Pestermite was my favorite card in this deck with the raptor a close 2nd.

Lastly, I tested this with Vengevine for a while as in theory it is very good in this deck. Fast and keeps coming back with my card draw/cheap creatures. But its lack of evasion and double green made it not very good IMO.

I played this online probably 35 times. I won more than I lost, but it isn't the funnest deck ever to play.

Hello, I'm new to the forums and some may have played me on the xbox version. I was going to keep this deck a secret but I guess I'll share with you all. Also I apologize if I mess up, I'm using my ipad to type the decklist.

I find this deck to be extremely fun to play with. If you have any ideas to make it better I'm all ears! I'm actually not even sure if I linked the cards right so if not, again I apologize. I hope you guys enjoy!

Hello, I'm new to the forums and some may have played me on the xbox version. I was going to keep this deck a secret but I guess I'll share with you all. Also I apologize if I mess up, I'm using my ipad to type the decklist.

I find this deck to be extremely fun to play with. If you have any ideas to make it better I'm all ears! I'm actually not even sure if I linked the cards right so if not, again I apologize. I hope you guys enjoy!

Aside from the odd spelling mistake you're all good, miles ahead of most newbies to the forum. Welcome to NGA!

As far as your deck goes, how is it performing? Is it consistent? You have a lot of one-ofs and two-ofs that would most likely harm your consistency. Elvish Pioneer, for example is a card you usually want to run four of in a deck because you want it in your opening hand, it sucks drawing it late game. Jade Mage seems like an ill-fit as there is nothing else in your deck that interacts with tokens, save for Switcheroo, which, to me, seems like another odd inclusion. You might just want to focus on your end game when refining your deck instead of having a little bit of everything. So if your ultimate goal is to ramp and draw into fatties then perhaps stick to cards that do that. Ramp cards like Cultivate, some draw and a bunch of fatties. Maybe a few little guys for early defense, probably ones that compliment your end goal, such as Elvish Pioneer and Elvish Visionary. Then chuck in a couple of specialty cards to deal with things your deck might not otherwise be able to deal with, such as Reclamation Sage and Dissolve or other counters.

If you have any questions or anything just ask as most peeps here are friendly and more than willing to offer some advice or comments. Also, I'm not sure how new you are to the game, but if there is any jargon there you didn't understand just ask and someone will be able to tell you what it means. Otherwise, cool deck, might see you online.

I agree with AMP. For the most part you want to stick with a single strategy and this deck seems a bit scattered (although it doesn't look bad, just needs some fine-tuning). Here's a couple changes I would make (using some ideas from AMP as well):

-2 Switcheroo, +2 Elvish Visionary (Lowers the curve. Visionary is never dead, although if you wanted to focus even more on ramping you could go 4 Pioneers here instead of Visionaries.)-1 Nessian Asp, +1 Arbor Colossus (Colossus is just so much better in every way than Asp, even with the extra .)-1 Elvish Pioneer, -3 Ior Ruin Expedition, +4 Think Twice (Think Twice is better than Expedition for a couple reasons imo. One it is an instant and you can hold it along with a counter, whether you have a counter or not, and use it at the end step for a draw. On top of that it is an immediate draw. Especially if you need a land, Ior is just sitting there doing nothing while Think Twice is drawing you that much closer to what you need immediately. As I mentioned earlier, I'd ditch the Pioneers for Visionaries. Go one way or the other.)-2 Jade Mage, +1 Young Wolf, +1 Reclamation Sage (You could just go +2 Wolf and stick with 1 Sage, I would run 2 though).-1 Forest, +1 Simic Guildgate (I don't see any reason not to run all 4 gates in a higher curve build like this, especially if you cut Pioneer).-1 Cultivate, +1 Inspiration (I think 3 of each here is nice. 4 Cultiivate is a bit too much imo and draw is never a bad thing. With all the draw and 3 Cultivates you will still be ramping really well.)-1 Kraken of the Straits, +1 Pelakka Wurm (I just think for the same price the Wurm is a better option. I'm not dissing the Kraken, but with 1 more power/toughness and Trample the Wurm will be getting through plenty of damage, or destroying armies of blockers. On top of that you get the 7 lifegain and the card draw if/when it dies.)

That would be my suggestions, I may be off point somewhere but I think that looks good. Welcome aboard!

Yeah, I guess it is kinda scattered! I usually win with it though. I do agree with the kraken being switched for a third Pelakka.. I just wasn't sure. As for Switcheroo, It has come in handy multiple times especially with Jade Mage because once you get all the mana stacked up you can pop out so many tokens and Switcheroo a token with an opponents creature. I'll copy the deck and try out your guys ideas. I appreciate the input

Oh, and I forgot to mention that bug or glitch. Whatever it may be I don't have my fourth Simic Guildgate for that reason

seems to have definitely increased the overall quality. i can't figure out what to cut to add another Cloudfin Raptor so i just went to 61 cards. i'm not totally sure about the Paragons; they seem to be working well, but i wonder if Hall of Triumph would word just as well, for cheaper

This deck seems all over the place, on one hand you have a weenie strategy, then you have ramp, hydra and roil elemental. I would drop cultivate, hydra and roil for smaller creatures and fog is just bad in this deck. Have a look at mine a few pages back, hope that helps because military intelligence is such a fun card once it's online.

This deck seems all over the place, on one hand you have a weenie strategy, then you have ramp, hydra and roil elemental. I would drop cultivate, hydra and roil for smaller creatures and fog is just bad in this deck. Have a look at mine a few pages back, hope that helps because military intelligence is such a fun card once it's online.

Thanks for the tips.I'll try and tinker around a bit.One question, for some reason Voyage's End seems more versatile/useful than Vapor Snag, yet you have chosen to use them 4:1 instead of 1:4.Am I missing something here?

In an aggro deck like Monk's, the cheaper casting cost and life loss is generally more important than Scry 1. Being able to bounce a guy and build your board in the same turn is important and Snag does this on two or three mana instead of three or four. That one point of life loss can really matter for a deck that wants to race its opponent, as well.

Exactly that, the life loss can be relevant but the main reason is the mana cost. Being able to bounce a guy, attack and deploy another that is really important for this deck. Also you should check out cloudfin raptor into timberland guide.

All of the advice here is good, but you can also look at my deck above on this page to see what I did. My plan was the same as yours, to build around those two enchantments (and Bident of Thassa).

The one thing you must do though is cut those fogs for 3 pestermites. Once you do and actually get to play with them, you'll realize that you need to find a way to fit the 4th one in.

It is the perfect card for what you are trying to so. It offers a 2/1 creature with evasion on turn 3, yet it also allows you to play it on your opponents turn and either tap a blocker or tap a land to stall him. It is a great card. Trust me, add it.

I tested my deck with quickling's too and found them to slow the deck down too much. But I see why they are in there.

Been trying to make a workable Simic deck for ages, and with the DLC I think I've found the missing key to an Evolve/Draw deck I've been wanting to make work for a while... It's a work in progress, so I need to actually play to fine tune, or even see if it works at all.

The aim is to take advantage of the lack of removal in the game and overwhelm your opponents by continually drawing above-the-curve creatures, or creatures that grow, which in themselves allow you to draw even more cards by attacking or playing the drawn cards. No removal, as again, the aim is to simply win an attrition battle, though the Bident can force your enemy to attack, either killing all their creatures, or allowing you to make an unchallenged alpha strike.

The key to filling a gap in the deck is Brackwater Elemental. It not only triggers the Packleader, but can do so twice with Unearth or once after a Satyr mill), is above the curve for general aggro, but also Triumph, and helps my curve by filling the 3 mana slot. Without it the deck has been very inconsistent, so hopefully this will help.

Pellaka Wurm is insurance, but the deck should probably have Terra Stompers or Phytotitans instead, as they're cheaper, above the curve, and the Stomper can trigger Evolve to a higher level, while the Phytotitan can repeatedly trigger the Packleader by dying and coming back, and virtually guarantee you'll always trigger Triumph unless it gets exiled or stolen. Again though, I need to test to see if early or evasive lifeloss is a problem.

Looks good Stevo, I think I might agree about Phyto over Pelakka but as you said, it will need to be seen in action. Pelakka is pretty amazing, so I could see it winning out.

I'm not 100% sure if Military Intelligence fits real well here, it might be better to just go the Think Twice route (or maybe even 3 Prey Upons, I know that isn't your main plan but it doesn't hurt).

I could definitely see Triumph being good here. The only deck I found it was any good in was my beast/aura Naya build which essentially has the same thing going for it in that it will almost always have the largest creature on board.

I'm not a fan of three Military Intelligence, three Triumph of Ferocity, and a pair of Bidents all in the same deck. Triumph has always looked bad to me, but with lots of beef and evolve creatures you may be able to pull it off here; I definitely like it better than Intelligence in this particular list. I'd use four Visionaries and cut the three Intelligences and either a Phantasmal Dragon or Nemesis of Mortals.

About Phytotitan, it's a theoretically more synergistic card but in practice it's clunky and slow and doesn't do a whole lot on its own. Pelakka Wurm is a legitimate bomb in this format and the question of which to choose isn't particularly close, IMO. I know you hate raw power for the sake of it, but that's why you choose the Wurm here.

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